diff --git a/source/blender/blenkernel/BKE_pbvh_api.hh b/source/blender/blenkernel/BKE_pbvh_api.hh index 9fc2932f414..d27792f3c25 100644 --- a/source/blender/blenkernel/BKE_pbvh_api.hh +++ b/source/blender/blenkernel/BKE_pbvh_api.hh @@ -332,7 +332,7 @@ bool raycast_node(Tree &pbvh, const float3 &ray_start, const float3 &ray_normal, IsectRayPrecalc *isect_precalc, - float *r_depth, + float *depth, PBVHVertRef *r_active_vertex, int &r_active_face_grid_index, float3 &r_face_normal); diff --git a/source/blender/blenkernel/intern/pbvh.cc b/source/blender/blenkernel/intern/pbvh.cc index 568b4a3ab7b..57469921518 100644 --- a/source/blender/blenkernel/intern/pbvh.cc +++ b/source/blender/blenkernel/intern/pbvh.cc @@ -1658,16 +1658,16 @@ bool ray_face_intersection_quad(const float3 &ray_start, const float3 &t1, const float3 &t2, const float3 &t3, - float *r_depth) + float *depth) { float depth_test; if ((isect_ray_tri_watertight_v3(ray_start, isect_precalc, t0, t1, t2, &depth_test, nullptr) && - (depth_test < *r_depth)) || + (depth_test < *depth)) || (isect_ray_tri_watertight_v3(ray_start, isect_precalc, t0, t2, t3, &depth_test, nullptr) && - (depth_test < *r_depth))) + (depth_test < *depth))) { - *r_depth = depth_test; + *depth = depth_test; return true; } @@ -1679,13 +1679,13 @@ bool ray_face_intersection_tri(const float3 &ray_start, const float3 &t0, const float3 &t1, const float3 &t2, - float *r_depth) + float *depth) { float depth_test; if (isect_ray_tri_watertight_v3(ray_start, isect_precalc, t0, t1, t2, &depth_test, nullptr) && - (depth_test < *r_depth)) + (depth_test < *depth)) { - *r_depth = depth_test; + *depth = depth_test; return true; } @@ -1724,7 +1724,7 @@ bool ray_face_nearest_quad(const float3 &ray_start, const float3 &t1, const float3 &t2, const float3 &t3, - float *depth, + float *r_depth, float *dist_sq) { float dist_sq_test; @@ -1735,12 +1735,12 @@ bool ray_face_nearest_quad(const float3 &ray_start, ray_start, ray_normal, t0, t1, t2, co, &depth_test)) < *dist_sq) { *dist_sq = dist_sq_test; - *depth = depth_test; + *r_depth = depth_test; if ((dist_sq_test = dist_squared_ray_to_tri_v3_fast( ray_start, ray_normal, t0, t2, t3, co, &depth_test)) < *dist_sq) { *dist_sq = dist_sq_test; - *depth = depth_test; + *r_depth = depth_test; } return true; } @@ -1753,7 +1753,7 @@ bool ray_face_nearest_tri(const float3 &ray_start, const float3 &t0, const float3 &t1, const float3 &t2, - float *depth, + float *r_depth, float *dist_sq) { float dist_sq_test; @@ -1764,7 +1764,7 @@ bool ray_face_nearest_tri(const float3 &ray_start, ray_start, ray_normal, t0, t1, t2, co, &depth_test)) < *dist_sq) { *dist_sq = dist_sq_test; - *depth = depth_test; + *r_depth = depth_test; return true; } @@ -1814,7 +1814,7 @@ static bool pbvh_faces_node_raycast(const MeshNode &node, const float3 &ray_start, const float3 &ray_normal, IsectRayPrecalc *isect_precalc, - float *r_depth, + float *depth, PBVHVertRef *r_active_vertex, int &r_active_face_index, float3 &r_face_normal) @@ -1834,7 +1834,7 @@ static bool pbvh_faces_node_raycast(const MeshNode &node, const std::array co{{vert_positions[corner_verts[tri[0]]], vert_positions[corner_verts[tri[1]]], vert_positions[corner_verts[tri[2]]]}}; - if (ray_face_intersection_tri(ray_start, isect_precalc, co[0], co[1], co[2], r_depth)) { + if (ray_face_intersection_tri(ray_start, isect_precalc, co[0], co[1], co[2], depth)) { hit = true; calc_mesh_intersect_data(corner_verts, corner_tris, @@ -1843,7 +1843,7 @@ static bool pbvh_faces_node_raycast(const MeshNode &node, face_i, tri_i, co, - r_depth, + depth, r_active_vertex, r_active_face_index, r_face_normal); @@ -1865,7 +1865,7 @@ static bool pbvh_faces_node_raycast(const MeshNode &node, {node_positions[vert_map.index_of(corner_verts[tri[0]])], node_positions[vert_map.index_of(corner_verts[tri[1]])], node_positions[vert_map.index_of(corner_verts[tri[2]])]}}; - if (ray_face_intersection_tri(ray_start, isect_precalc, co[0], co[1], co[2], r_depth)) { + if (ray_face_intersection_tri(ray_start, isect_precalc, co[0], co[1], co[2], depth)) { hit = true; calc_mesh_intersect_data(corner_verts, corner_tris, @@ -1874,7 +1874,7 @@ static bool pbvh_faces_node_raycast(const MeshNode &node, face_i, tri_i, co, - r_depth, + depth, r_active_vertex, r_active_face_index, r_face_normal); @@ -1893,7 +1893,7 @@ static void calc_grids_intersect_data(const CCGKey &key, const short x, const short y, const std::array co, - float *r_depth, + float *depth, PBVHVertRef *r_active_vertex, int &r_active_grid_index, float3 &r_face_normal) @@ -1903,7 +1903,7 @@ static void calc_grids_intersect_data(const CCGKey &key, normal_quad_v3(r_face_normal, co[0], co[1], co[2], co[3]); if (r_active_vertex) { - const float3 location = ray_start + ray_normal * *r_depth; + const float3 location = ray_start + ray_normal * *depth; const int x_it[4] = {0, 1, 1, 0}; const int y_it[4] = {1, 1, 0, 0}; @@ -1932,7 +1932,7 @@ static bool pbvh_grids_node_raycast(const SubdivCCG &subdiv_ccg, const float3 &ray_start, const float3 &ray_normal, const IsectRayPrecalc *isect_precalc, - float *r_depth, + float *depth, PBVHVertRef *r_active_vertex, int &r_active_grid_index, float3 &r_face_normal) @@ -1960,7 +1960,7 @@ static bool pbvh_grids_node_raycast(const SubdivCCG &subdiv_ccg, grid_positions[CCG_grid_xy_to_index(grid_size, x + 1, y)], grid_positions[CCG_grid_xy_to_index(grid_size, x, y)]}}; if (ray_face_intersection_quad( - ray_start, isect_precalc, co[0], co[1], co[2], co[3], r_depth)) + ray_start, isect_precalc, co[0], co[1], co[2], co[3], depth)) { hit = true; calc_grids_intersect_data(key, @@ -1970,7 +1970,7 @@ static bool pbvh_grids_node_raycast(const SubdivCCG &subdiv_ccg, x, y, co, - r_depth, + depth, r_active_vertex, r_active_grid_index, r_face_normal); @@ -1995,7 +1995,7 @@ static bool pbvh_grids_node_raycast(const SubdivCCG &subdiv_ccg, grid_positions[y * grid_size + x + 1], grid_positions[y * grid_size + x]}; if (ray_face_intersection_quad( - ray_start, isect_precalc, co[0], co[1], co[2], co[3], r_depth)) + ray_start, isect_precalc, co[0], co[1], co[2], co[3], depth)) { hit = true; calc_grids_intersect_data(key, @@ -2005,7 +2005,7 @@ static bool pbvh_grids_node_raycast(const SubdivCCG &subdiv_ccg, x, y, co, - r_depth, + depth, r_active_vertex, r_active_grid_index, r_face_normal); @@ -2031,7 +2031,7 @@ bool raycast_node(Tree &pbvh, const float3 &ray_start, const float3 &ray_normal, IsectRayPrecalc *isect_precalc, - float *r_depth, + float *depth, PBVHVertRef *r_active_vertex, int &r_active_face_grid_index, float3 &r_face_normal) @@ -2051,7 +2051,7 @@ bool raycast_node(Tree &pbvh, ray_start, ray_normal, isect_precalc, - r_depth, + depth, r_active_vertex, r_active_face_grid_index, r_face_normal); @@ -2062,7 +2062,7 @@ bool raycast_node(Tree &pbvh, ray_start, ray_normal, isect_precalc, - r_depth, + depth, r_active_vertex, r_active_face_grid_index, r_face_normal); @@ -2071,7 +2071,7 @@ bool raycast_node(Tree &pbvh, ray_start, ray_normal, isect_precalc, - r_depth, + depth, use_origco, r_active_vertex, r_face_normal); @@ -2216,7 +2216,7 @@ static bool pbvh_faces_node_nearest_to_ray(const MeshNode &node, const Span hide_poly, const float3 &ray_start, const float3 &ray_normal, - float *depth, + float *r_depth, float *dist_sq) { const Span face_indices = node.faces(); @@ -2236,7 +2236,7 @@ static bool pbvh_faces_node_nearest_to_ray(const MeshNode &node, vert_positions[corner_verts[corner_tri[0]]], vert_positions[corner_verts[corner_tri[1]]], vert_positions[corner_verts[corner_tri[2]]], - depth, + r_depth, dist_sq); } } @@ -2256,7 +2256,7 @@ static bool pbvh_faces_node_nearest_to_ray(const MeshNode &node, node_positions[vert_map.index_of(corner_verts[corner_tri[0]])], node_positions[vert_map.index_of(corner_verts[corner_tri[1]])], node_positions[vert_map.index_of(corner_verts[corner_tri[2]])], - depth, + r_depth, dist_sq); } } @@ -2270,7 +2270,7 @@ static bool pbvh_grids_node_nearest_to_ray(const SubdivCCG &subdiv_ccg, const Span node_positions, const float ray_start[3], const float ray_normal[3], - float *depth, + float *r_depth, float *dist_sq) { const CCGKey key = BKE_subdiv_ccg_key_top_level(subdiv_ccg); @@ -2297,7 +2297,7 @@ static bool pbvh_grids_node_nearest_to_ray(const SubdivCCG &subdiv_ccg, grid_positions[CCG_grid_xy_to_index(grid_size, x + 1, y)], grid_positions[CCG_grid_xy_to_index(grid_size, x + 1, y + 1)], grid_positions[CCG_grid_xy_to_index(grid_size, x, y + 1)], - depth, + r_depth, dist_sq); } } @@ -2320,7 +2320,7 @@ static bool pbvh_grids_node_nearest_to_ray(const SubdivCCG &subdiv_ccg, grid_positions[y * grid_size + x + 1], grid_positions[(y + 1) * grid_size + x + 1], grid_positions[(y + 1) * grid_size + x], - depth, + r_depth, dist_sq); } } diff --git a/source/blender/blenkernel/intern/pbvh_bmesh.cc b/source/blender/blenkernel/intern/pbvh_bmesh.cc index eeb2bcb89ab..9a8f2a7f87e 100644 --- a/source/blender/blenkernel/intern/pbvh_bmesh.cc +++ b/source/blender/blenkernel/intern/pbvh_bmesh.cc @@ -1856,7 +1856,7 @@ bool bmesh_node_raycast(BMeshNode &node, const float3 &ray_start, const float3 &ray_normal, IsectRayPrecalc *isect_precalc, - float *r_depth, + float *depth, bool use_original, PBVHVertRef *r_active_vertex, float *r_face_normal) @@ -1874,7 +1874,7 @@ bool bmesh_node_raycast(BMeshNode &node, cos[1] = node.orig_positions_[node.orig_tris_[tri_idx][1]]; cos[2] = node.orig_positions_[node.orig_tris_[tri_idx][2]]; - if (ray_face_intersection_tri(ray_start, isect_precalc, cos[0], cos[1], cos[2], r_depth)) { + if (ray_face_intersection_tri(ray_start, isect_precalc, cos[0], cos[1], cos[2], depth)) { hit = true; if (r_face_normal) { @@ -1883,7 +1883,7 @@ bool bmesh_node_raycast(BMeshNode &node, if (r_active_vertex) { float3 location(0.0f); - madd_v3_v3v3fl(location, ray_start, ray_normal, *r_depth); + madd_v3_v3v3fl(location, ray_start, ray_normal, *depth); for (const int i : IndexRange(3)) { if (i == 0 || len_squared_v3v3(location, cos[i]) < len_squared_v3v3(location, nearest_vertex_co)) @@ -1905,7 +1905,7 @@ bool bmesh_node_raycast(BMeshNode &node, BM_face_as_array_vert_tri(f, v_tri); if (ray_face_intersection_tri( - ray_start, isect_precalc, v_tri[0]->co, v_tri[1]->co, v_tri[2]->co, r_depth)) + ray_start, isect_precalc, v_tri[0]->co, v_tri[1]->co, v_tri[2]->co, depth)) { hit = true; @@ -1915,7 +1915,7 @@ bool bmesh_node_raycast(BMeshNode &node, if (r_active_vertex) { float3 location(0.0f); - madd_v3_v3v3fl(location, ray_start, ray_normal, *r_depth); + madd_v3_v3v3fl(location, ray_start, ray_normal, *depth); for (const int i : IndexRange(3)) { if (i == 0 || len_squared_v3v3(location, v_tri[i]->co) < len_squared_v3v3(location, nearest_vertex_co)) @@ -1979,7 +1979,7 @@ bool bmesh_node_raycast_detail(BMeshNode &node, bool bmesh_node_nearest_to_ray(BMeshNode &node, const float3 &ray_start, const float3 &ray_normal, - float *depth, + float *r_depth, float *dist_sq, bool use_original) { @@ -1993,7 +1993,7 @@ bool bmesh_node_nearest_to_ray(BMeshNode &node, node.orig_positions_[t[0]], node.orig_positions_[t[1]], node.orig_positions_[t[2]], - depth, + r_depth, dist_sq); } } @@ -2005,7 +2005,7 @@ bool bmesh_node_nearest_to_ray(BMeshNode &node, BM_face_as_array_vert_tri(f, v_tri); hit |= ray_face_nearest_tri( - ray_start, ray_normal, v_tri[0]->co, v_tri[1]->co, v_tri[2]->co, depth, dist_sq); + ray_start, ray_normal, v_tri[0]->co, v_tri[1]->co, v_tri[2]->co, r_depth, dist_sq); } } } diff --git a/source/blender/blenkernel/intern/pbvh_intern.hh b/source/blender/blenkernel/intern/pbvh_intern.hh index eead9dd3c90..fa885e1401c 100644 --- a/source/blender/blenkernel/intern/pbvh_intern.hh +++ b/source/blender/blenkernel/intern/pbvh_intern.hh @@ -20,13 +20,13 @@ bool ray_face_intersection_quad(const float3 &ray_start, const float3 &t1, const float3 &t2, const float3 &t3, - float *r_depth); + float *depth); bool ray_face_intersection_tri(const float3 &ray_start, const IsectRayPrecalc *isect_precalc, const float3 &t0, const float3 &t1, const float3 &t2, - float *r_depth); + float *depth); bool ray_face_nearest_quad(const float3 &ray_start, const float3 &ray_normal, @@ -50,14 +50,14 @@ bool bmesh_node_raycast(blender::bke::pbvh::BMeshNode &node, const float3 &ray_start, const float3 &ray_normal, IsectRayPrecalc *isect_precalc, - float *r_depth, + float *depth, bool use_original, PBVHVertRef *r_active_vertex, float *r_face_normal); bool bmesh_node_nearest_to_ray(blender::bke::pbvh::BMeshNode &node, const float3 &ray_start, const float3 &ray_normal, - float *depth, + float *r_depth, float *dist_sq, bool use_original);